Keep in mind, this post is STRICTLY about the final part of chapel, which in my opinion, needs to be redesigned.
Not only do the attackers have to play this part one man down, but they also have to walk PASSED the enemy spawn point to do so. This section of the map appears to be designed around trapping the enemy inside their spawn. NO map should be designed in this way for any reason.
In a skill for skill match up where both teams are equally matched, the attackers have little to no chance on this section. The attackers must be indisputably better than the defenders in order to have a chance with this objective.
An objective such as this, where the attackers are already suffering from multiple disadvantages, should be located on, at the VERY LEAST, neutral ground. Don’t misunderstand. I do think the defenders should have a closer spawn than the attackers. However, the actual objective zone should be a neutral zone.
My suggestion would be to move the entrance to the enemy spawn back a little and not facing the objective zone so that defenders actually have to leave their spawn to defend. Another suggestion would be to add more neutral cover inside the objective zones. Cover that can be used by defenders holding the zone as well as attackers who are able to take control of the zone.
Obviously I don’t assume my suggestions are the best, but something definitely needs to change with the current layout of the final zone in Chapel.
Edit: Before anyone makes a comment on it, Yes I have won on this map plenty of times both as an attacker and defender. The post is not about if it is possible to win or not. It is about the bad design choice of the final section. That is all its about.